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10/23/2015 9:04:34 PM
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Oryx Hard Mode: A Loose Guide

Greetings guardians. As you all know, hard mode for King's Fall has been released...and the key term "hard mode" really is to be taken not so lightly. So, I haven't killed Oryx yet because the new mechanic for the final boss fight was uber challenging and my team were not high enough light lvl to kill ogres and to stagger Oryx. This article is for me to simplify and put out info on some of the new mechanics to those that face Oryx in his dreaded Dreadnought gauntlet once more. Here it is then: 1) Court Of Oryx: nothing entirely new here, except that enemies are now 41 and that the time before the relics reset any statues activated is a little shorter too. P.S: so long as you have someone in the middle, it ain't that hard really to do. 2) The Tomb Ship Parkour challenge: the tomb ships move a lil bit faster and that the midpoint in between the parkour part is not there. What that means is, self Rez or not, you'll have to do the parkour all over again if you've not reached the other side. 3) Totems: there is no brand new mechanic here, except that when you get to the last few points on the board to open the gate to Warpriest, 1-2 of the knights that spawn out the door will be hallowed, so snipe them fast. 4) Warpriest: You know those pesky taken hobgoblins and how they have those devastating retaliation orbs that almost one shot anyone? Warpriest has them and that after a column is taken down, he will randomly choose to use these sparks to obliterate someone, so watch out. Also, don't shoot Warpriest as those retaliation orbs will come after you and almost one shot you. Other than that, try to make sure that when the sequence starts, those getting onto the pads are in cover, as the Warpriest will one-shot wreck anyone. 5) Golgoroth: So, we spent an hour figuring out this new mechanic we have, which is where a random person dealing damage to the ogre will gain a buff called unstable light and they will get it when the Gaze count is down to 3 secs. The guy MUST get out of the pool and head to the door entrance to stay alive, otherwise, the explosion around him will not only kill him but anyone else near him too. Thus, this mechanic is made easier to overcome if you shoot down either of the two orbs at the front, that way the guy with the buff can jump up out and get to the door. Also, try not to go towards him as the splash back damage from this unstable light buff is pretty -blam!-ing big. Just get to the sides and also have a weapons bubble, shadow shot and high impact snipers too. Golgoroth's health bar just got more beefier. ;) 6) Daughters: Fairly simple change up is that the runner must ALWAYS be moving, otherwise he will be killed and cause all those below to be killed too. Plus, the moment the big flash of light stops after damaging one of the sister and the immortality Aura is gone, the runner is chosen immediately and the cycle to get the immortality aura back instantaneously starts. Thus, it is imperative that people STICK to a single pad only, they get up onto the right pad fast and that you kill snipers ASAP. Other than that, it's a challenge but it's a doable one too. Oh, actually. Almost forgot that doing sisters in 3 cycles is doable but that you gotta kill all the adds when damaging the sisters, so have two stop damaging the sister and kill 84% of adds before the rest of you can clear up when done. 7) Oryx Himself: I haven't gotten to the first Shade of Oryx bit yet but I can tell you the gist o things going on before that. Firstly, all enemies (great and small) are 42 and have 320 light as well, so to die by a taken thrall or an acolyte's eye is not skill-lacking. Secondly, ogres are more beefier than in normal mode and that after killing the first ogre, 4 red bar vessels of oryx will spawn in a Clockwise manner along with the yellow bar Vessel we can all one shot (my team call him Bob too) To be honest, a guide on how to do the final boss battle is a lil outta my league for now because I don't know what changes there could be for the Shade of Oryx and exactly how these additional Vessels spawn (but it's 100% true they spawn clockwise after downing the first ogre). So, to summarise, make sure you are 305+ light lvl, you know and trust in your team, there are no revives possible except for the beginning, the first two parkour parts afterwards and the parkour part after Golgoroth and of course, high impact snipers are dead necessary must for this raid level. Until I can confidently blow the guts outta Oryx myself, I can't explain the final boss fight so clearly. What I do know is that with luck and strength, we can finally kiss good ol Oryx goodbye across all fireteams. Till then, heed my advise to the letter, good luck and goodbye Guardians. #LongLiveTheBloodyKing

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